If I may move on with my thoughts, you could consider the "settlers"-option also.
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Meaning: Modders would have the opportunity to create buildings that do drop the resource it is producing right on its BIB, so that a workerunit could deliver them to the HQ, the Warfactory or anywhere else. An example how that could be used would be a game, with way more micromanagement, where the player starts with a couple of regular buildings, but then got to reach for further Resources, to gain the chance to build new, more powerfull units.
An Ore-miningfacility could produce ore, used at the Warfactory to produce tanks. Another Building might need ore _and_ tiberium (as an energysource, maybe) to produce a more advanced kind of metall - for more advanced tanks e.g.
Out of what I understood about coding, it shouldnt be that problematic to add some resource-placeholders and additional tags for buildings (And even units? Deployed units eg.?) to produce, or require resources, to do a specific action. Also - the resources could be used for very different things also: How about having some units beeing able to use additional ammo? Some kind of facility could provide special rockets to load on V3-rocketlaunchers. These special-armed V3 could fire two rockets with an added EMP-shockdevice, to deal EMP-damage, ore an HE-version of the casual rocket.
Just another thing - please dont forget about the drone-logic
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You know - those units carrying a dozen of interceptors to swarm out and spread over the enemy. Id like to see a basedefence-tower with such a kind of weapon. Would serve very nice for a scrinmod, I think.